Leveling guide
From Dofus
This is a general leveling guide for ALL classes.
Contents |
[edit] Some rules
- This guide is meant to be general. Do NOT include leveling spots or techniques that are valid for one or two classes only. Spots/techniques specific to classes belong to the corresponding Class guide.
- Think it twice before erasing something as it might turn out that both of your ideas are good.
- Please add stuff you think is good, not what everybody else says.
- Use links to monsters and locations, to allow easy mining down to detailed information.
- Don't include too many details. Again, use links!
- Questions/comments/criticism all belong to the discussion page!
[edit] All levels
At all levels most players should be able to train on:
Starting from level 50, players can train via the:
[edit] 1-15
Free to Play
- Do quests and fight mobs in Incarnam.
- Best monster to get fast levels in Incarnam is Crab at lake.
- From lvl 7-8 Incarnam Dungeon can be a good place for xp.
- Another good place are the Gobballs up to level 10
- Lone Plants (Demonic Roses etc.)
- Some quests in Astrub can be an alternate source for XP
- At level 15, you can choose to continue training in Incarnam (eg. fighting Prepubescent Chafers, Sick Grossewer Milirats or Young Boars) or move on to Astrub.
- Around level 12, Boars and Prespics are also good.
- Pay To Play
- From approximately level 10, you may choose to leave Incarnam for the Astrub Rocky Inlet.
- The Blop Meadow is great for experience as well. (Find single Biblops/Blops of an element that is weak to you).
[edit] 15-20
- Free To Play
- If you are still on Incarnam, keep completing the Incarnam Dungeon or fight the Gobball War Chiefs, but think of leaving the place. Prepubescent Chafers are also okay XP.
- Boar and Prespic groups in Astrub Forest (Level 12 Prespics are preferred because they do not camouflage in the first turn)
- Field Dungeon: If you can find a right sized group.
- Mush Mush mobs. If you have a intelligence-based character, do not go without 100+ Life.
- One-armed Bandits
- Quests in the Underground of Astrub at (6,-19). (Some quests can not be started after a specific level)
- Sick Grossewer Milirats Lv 18+ in groups
- Millibowolfs lvl 30 below
- Wild Sunflower
- Pay To Play
- Astrub Rocky Inlet
- Blops and Biblops (weak to your Element)
- Lousy Pig Knight mobs at Lousy Pig Plains
- Mushds
- Piglets with strong Chance or Intelligence Spell
- Treechnids and Trunknids
- Finish the quest to get to Otomai Island and you will go from level 1-20 in about 30 minutes
[edit] 21-30
- Free To Play
- Boars, Prespics, Miliboowolfs
- Crackrocks
- Field Dungeon
- One-armed Bandits
- Sick Grossewer Rats
- Wild Sunflowers
- Fight mobs in Astrub Meadow
- Pay To Play
- Astrub Rocky Inlet
- Blops and Biblops that are weak to your element.
- Cracklers
- Fungi Masters are alone or with one other field monster
- Gobballs
- Gobball Dungeon (Chance Sacrier or Vitality Osamoda)
- Lousy Pig Knights and Lousy Pig Shepherds.
- Mushds
- Piglets (Not advised for Agility builds)
- Prespics
- Spimush that are weak to your element
- Single Treechnids (avoid groups with Spimushes).
- Trunknids
- Vampires
[edit] 31-40
- Free To Play
- Crackrocks, Chafers (-1, -25), or if both are really crowded do Boars, Prespics, Miliboowolf.
- Field Dungeon
- Pay To Play
- Blops and Biblops that are weak to your element.
- Dark Smiths, Dark Miners, and Dark Bakers in Bandit Territory
- Drunken Pandawas
- Fungi Masters (If they are alone or in tiny groups, which they hardly are).
- Gobball Dungeon or mobs on Tainela.
- Kwaks (that are weak to your element)
- Lousy Pig Knights
- Mushds
- Piglets (Not advised for Agility builds)
- Scaraleafs
- Spimushs
- Treechnids
- Trunknids
- Vampires
- Wabbits
[edit] 41-60
- Free To Play
- From now on, Chafers and Crackrocks are your only source of XP
- Pay To Play
- Blops
- Bworks
- Coral Beach (lone Palmflowers/Craborals)
- Craborals and single Coralators if you can get to Otomai Island
- Cracklers (can be found at Crackler Mountain)
- Dark Smiths, Dark Miners, and Dark Bakers
- Fungi Masters
- Gobball Dungeon
- Grossewer Rats
- Kanigers
- Lousy Pig Knights (Big groups)
- Mushds in groups of 4 (with good wisdom set)
- Sidimote Moor (lone Ouginaks and other monsters)
- Piglets (Not advised for Agility builds)
- Plain Boars
- Scaraleafs
- Treechnids
- Vampires (1~2 Vampire Masters probably wouldn't hurt)
- Wabbit Island
[edit] 61-80
- Free To Play
- At this point you really should subscribe and leave Astrub.
- Pay To Play
- Blop Dungeon - Having an AP or MP taker is advised
- Blops and Biblops - Facing groups weak to your element is easiest
- Coral Beach (Multiple Palmflowers/Craborals with Coralators)
- Chafers - Mobs in The Cemetery work best
- Dopple Territory - Certain Dopples are easier for certain classes
- Dreggons
- Gobball Dungeon
- Grass Plains
- Grossewer Rats
- Kanigers
- Koalaks
- Moon Island - Only solo beach monsters with good wisdom set past lvl 70
- Ouassingue
- Ouginaks and other monsters on the Sidimote Moor
- Piglets - Not recommended above level 70
- Vampires
[edit] 81-200
- Agony V'Helley
- Bherb's Gully - Total group should be about 900-1000
- Bonta Cemetery - Around 95-100, avoid groups with multiple Markschafers
- Bonta Rat Dungeon
- Brakmar Rat Dungeon - Total group lvl should be about 550
- Canidae Dungeon
- Crackler Dungeon
- Dark Jungle - Total group should be about 300-400
- Dreggons
- Firefoux Dungeon
- Firefouxes
- Fungus Cavern
- Gobball Dungeon Not recommended above 130
- Grass Plains
- Kanigers
- Kitsous
- Koalaks
- Koolich Dungeon (Gobkool and Cave Gobball rooms)
- Lord Crow's Library
- Minotot Room
- Moon Island - Greedovores in The Deep Moon Jungle
- Nolifis Land - Avoid Tanukouï Sans
- Ouassingues
- Plain Boars
- Rainbow Blop Lair
- The Deep Moon Jungle
- The Evil Forest
- The Zoth Village
- Tree Keeholo Foliage - Medium-Sized Groups
- Trools
